Journal of Clinical and Diagnostic Research, ISSN - 0973 - 709X

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Original article / research
Year : 2017 | Month : October | Volume : 11 | Issue : 10 | Page : YM01 - YM03

Additional Virtual Reality Sitting Balance Training Using XBox Kinect™ in Patients with Neurological Disorders: A Pilot Study

Xina Henry Quadros, Sanjana Rao, Senthil Kumaran Dharmaraj

1. Physiotherapist, Department of Physical Medicine and Rehabilitation, Kokilaben Dhirubhai Ambani Hospital and Medical Research Institute, Mumbai, Maharashtra, India. 2. Physiotherapist, Department of Neurology, Justice K.S.Hegde Charitable Hospital, Mangalore, Karnataka, India. 3. Associate Professor, Department of Physiotherapy, School of Allied Health Sciences, Manipal University, Manipal, Udupi, Karnataka, India.

Correspondence Address :
Dr. Senthil Kumaran Dharmaraj,
Associate Professor, Department of Physiotherapy, School of Allied Health Sciences, Manipal University, Manipal-576104,
Udupi, Karnataka, India.
E-mail: senthil.kumaran@manipal.edu

Abstract

Introduction: Sitting balance is a prerequisite to upper extremity function, standing and walking, which is affected in various neurological diseases. It is important to attain a good level of sitting balance before one can proceed to standing. In recent years, virtual reality game training has gained a widespread application.

Aim: This pilot study aimed to examine the role of additional virtual reality sitting balance training using a commercial interactive virtual reality system- Xbox Kinect™ in patients with neurological disorders.

Materials and Methods: Four patients with sitting balance impairments following neurological disorders received two weeks of virtual reality based therapy along with the conventional physiotherapy. Sitting balance was evaluated using FIST (Function In Sitting Test) scores at baseline, one week and after two weeks of intervention.

Results: All four patients showed clinically significant improvement in FIST score between the pre and post intervention. Percentage of improvement in FIST score was approximately 27% with a minimum change of 10 points in the FIST score Minimal Clinically Important Difference (MCID=6.5).

Conclusion: Additional virtual reality training may improve sitting balance control in neurological patients with balance impairments. It can be used as an adjunct in routine neurorehabilitation.

Keywords

Dynamic sitting, Gaming therapy, Neurorehabilitation

How to cite this article :

Xina Henry Quadros, Sanjana Rao, Senthil Kumaran Dharmaraj. ADDITIONAL VIRTUAL REALITY SITTING BALANCE TRAINING USING XBOX KINECT™ IN PATIENTS WITH NEUROLOGICAL DISORDERS: A PILOT STUDY. Journal of Clinical and Diagnostic Research [serial online] 2017 October [cited: 2018 Jan 18 ]; 11:YM01-YM03. Available from
http://www.jcdr.net/back_issues.asp?issn=0973-709x&year=2017&month=October&volume=11&issue=10&page=YM01-YM03&id=10755

DOI and Others

DOI: 10.7860/JCDR/2017/28679.10755

Date of Submission: Mar 14, 2017
Date of Peer Review: May 12, 2017
Date of Acceptance: Aug 29, 2017
Date of Publishing: Oct 01, 2017

FINANCIAL OR OTHER COMPETING INTERESTS: None.

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